using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using MyMario.Helpers;
using MyMario.GameObject;


namespace MyMario
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class MarioGame : Microsoft.Xna.Framework.Game
    {
        
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        private GameManager manager;
        public static int Width;
        public static int Height;
        
        

        public static GameState State = GameState.MainMenu;
        private MainMenu menu;
        
        public MarioGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            Width = graphics.PreferredBackBufferWidth =640;
            Height = graphics.PreferredBackBufferHeight = 640;
            
            menu = new MainMenu();
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            LoadHelp.LoadTexture(Content);
            manager = new GameManager();

            manager.CreateLevel();
            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (State == GameState.MainMenu)
            {
                menu.Update();
            }
            if (State == GameState.Exit)
            {
                this.Exit();
            }
            if (State == GameState.Game)
            {
                KeyboardInput();
                
                manager.Update(gameTime);
               
            }

            
            base.Update(gameTime);
        }

        private void KeyboardInput()
        {
            KeyboardState keyboard = Keyboard.GetState();
            if (keyboard.IsKeyDown(Keys.Escape))
            {

                manager.Respaun();
                                               
                State = GameState.MainMenu;
            }

            if (keyboard.IsKeyDown((Keys.Left)))
                manager.MovePerson(-7, 0, false);
            if (keyboard.IsKeyDown((Keys.Right)))
                manager.MovePerson(7, 0, true);

            if (keyboard.IsKeyDown((Keys.Up)))
            {
                manager.JumpPerson();


            }
            if(((keyboard.IsKeyUp(Keys.Left))&&(keyboard.IsKeyUp(Keys.Right))))
                manager.StopPerson();

        }
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear( Color.Turquoise );
            

            // TODO: Add your drawing code here
            if (State == GameState.MainMenu)
            {
                menu.Draw(spriteBatch);
            }
            if (State == GameState.Game)
            {
                manager.Draw(spriteBatch);
            }
           
            base.Draw(gameTime);

           
        }
    }
}
